IGN: What sort of background do you have to be the director of one of the most popular and successful videogame franchise ever?

Jurichi Masuda : In the original Pokemon Red and Blue on the Game Boy, I was in charge of the sound design. On Pokemon Gold and Silver, I was the assistant director. For Pokemon Ruby and Sapphire, and now Fire Red and Leaf Green I took over the project as the director.

IGN: How did the remakes of Pokemon Fire Red and Leaf Green come about? Why go back to the past versions for the next adventure?

Tsunekazu Ishihara: We don't feel that this a remake at all. We feel that this is a new game, with wireless technology. The reason why they are Red and Green is that they were the most popular games in the Pokemon series, and we wanted to introduce the concept again for the GBA. And it's been eight years since Red and Blue, so our target audience changes in that time, and the new audience will see Pikachu or Charizard as new characters.

IGN: Why do you think the Pokemon franchise had remained so popular for so many years?

Tsunekazu Ishihara: Because Masuda does a good job. (laughs) Really, it's a game that's touched children's hearts. It's part of players curiosity and what they're interested in. It delivers a new world for them to explore.

Jurichi Masuda : We like to think about instinct. And when you see something new, you want to catch it and see what it is, and share it with your friends. It feels good to discover new things, so we try to appeal that instinct.

IGN: What particular aspect in the new versions of Pokemon are you particularly proud of?

Jurichi Masuda : When we created this game, the target audience was very broad. We created a game that a 60 year old can play it with their grandchildren. We like to see the new, older users enjoy the game as well as the normal fans.

Tsunekazu Ishihara: Fire Red and Leaf Green has a different interface, so it's easy for new users to try it and play it. If you get stuck, there are hints there so you can move forward. It's really friendly for any ages. I like that kids can enjoy it with their parents.

Tsunekazu Ishihara, left. Jurichi Masuda, right

IGN: How involved is Satoshi Tajiri with the latest versions of Pokemon?

Tsunekazu Ishihara: It's really Mr. Tajiri's creation, and this is a new version of his creation. So he supervised the whole process and the new text. He oversaw all the new features added to his creation.

IGN: Have you put any thoughts into ideas for Pokemon on the Nintendo DS system?

Tsunekazu Ishihara: Have you seen the demos? I can't tell you any details, but we are definitely working on several concepts for the system.

IGN: Why has there not been a true Pokemon RPG for the console?

Tsunekazu Ishihara: We have Pokemon Colosseum's RPG mode, correct? When we create Pokemon games, we try to make the best game for that particular console, and the Game Boy is best for taking the Pokemon with you and trading.

Jurichi Masuda : The game is really about the communication and trading and battling with friends.

Tsunekazu Ishihara: And now the user can use the wireless adapter, they don't have to do it face to face anymore. (laughs)

IGN: With the wireless and Wi-Fi aspect of the Nintendo DS? Has there been any thought into creating a massively multiplayer online Pokemon game? Would you personally like to see this game go online?

Jurichi Masuda : (long pause) It's an interesting idea, but it has to be something that serves the goal, which is to get everyone together and interact. So if we can accomplish that with online, then we'd like to take that challenge.

IGN: What sort of gaming elements are you looking to pull off for the next Pokemon RPG?

Jurichi Masuda : (laughs) Something extraordinary.

IGN: How difficult is it to come up with new monsters now that there's so many of them?

Jurichi Masuda : It's true that it's a difficult process, but I'm sure that there are new Pokemon to create. (laughs)

IGN: Take us through the process of creating a Pokemon.

Jurichi Masuda : There are several different processes, but the most common is that a graphic designer will come up with an idea, and talk to the game designers. The game designers will then decide what type of Pokemon that creation is, and what kind of abilities it has. And then they decide what places and environments you'd find this Pokemon. It's important to have this communication between graphic and game designer. The designers will many times go back to the artist and say, "This Pokemon is this type, so can you make it look more like this or that&#Array;"

IGN: How do you decide which Pokemon are catchable in each version of each game?

Tsunekazu Ishihara: We think about the player, and we think about each version and think about which creatures the player should be able to catch. From there, we try not to be mean to kids by restricting which Pokemon they can catch in the separate versions.

Jurichi Masuda : We also think about when players travel, which creatures make sense to appear in their travels. So we look at the whole adventure and decide which ones the players can catch.

IGN: Where do you see the Pokemon franchise in five years?

Tsunekazu Ishihara: We want the Pokemon franchise to be the best, and in five years we want to keep making the best game we can.

Jurichi Masuda : I'd hope the communication between players will be even easier, and the audience of players taking advantage of it to be larger.